Towards Playing Full MOBA Games with Deep Reinforcement Learning
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Artificial Intelligence in Health Care: the Hope, the Hype, the Promise, the Peril
Artificial Intelligence in Health Care: The Hope, the Hype, the Promise, the Peril Michael Matheny, Sonoo Thadaney Israni, Mahnoor Ahmed, and Danielle Whicher, Editors WASHINGTON, DC NAM.EDU PREPUBLICATION COPY - Uncorrected Proofs NATIONAL ACADEMY OF MEDICINE • 500 Fifth Street, NW • WASHINGTON, DC 20001 NOTICE: This publication has undergone peer review according to procedures established by the National Academy of Medicine (NAM). Publication by the NAM worthy of public attention, but does not constitute endorsement of conclusions and recommendationssignifies that it is the by productthe NAM. of The a carefully views presented considered in processthis publication and is a contributionare those of individual contributors and do not represent formal consensus positions of the authors’ organizations; the NAM; or the National Academies of Sciences, Engineering, and Medicine. Library of Congress Cataloging-in-Publication Data to Come Copyright 2019 by the National Academy of Sciences. All rights reserved. Printed in the United States of America. Suggested citation: Matheny, M., S. Thadaney Israni, M. Ahmed, and D. Whicher, Editors. 2019. Artificial Intelligence in Health Care: The Hope, the Hype, the Promise, the Peril. NAM Special Publication. Washington, DC: National Academy of Medicine. PREPUBLICATION COPY - Uncorrected Proofs “Knowing is not enough; we must apply. Willing is not enough; we must do.” --GOETHE PREPUBLICATION COPY - Uncorrected Proofs ABOUT THE NATIONAL ACADEMY OF MEDICINE The National Academy of Medicine is one of three Academies constituting the Nation- al Academies of Sciences, Engineering, and Medicine (the National Academies). The Na- tional Academies provide independent, objective analysis and advice to the nation and conduct other activities to solve complex problems and inform public policy decisions. -
Artificial Intelligence: with Great Power Comes Great Responsibility
ARTIFICIAL INTELLIGENCE: WITH GREAT POWER COMES GREAT RESPONSIBILITY JOINT HEARING BEFORE THE SUBCOMMITTEE ON RESEARCH AND TECHNOLOGY & SUBCOMMITTEE ON ENERGY COMMITTEE ON SCIENCE, SPACE, AND TECHNOLOGY HOUSE OF REPRESENTATIVES ONE HUNDRED FIFTEENTH CONGRESS SECOND SESSION JUNE 26, 2018 Serial No. 115–67 Printed for the use of the Committee on Science, Space, and Technology ( Available via the World Wide Web: http://science.house.gov U.S. GOVERNMENT PUBLISHING OFFICE 30–877PDF WASHINGTON : 2018 COMMITTEE ON SCIENCE, SPACE, AND TECHNOLOGY HON. LAMAR S. SMITH, Texas, Chair FRANK D. LUCAS, Oklahoma EDDIE BERNICE JOHNSON, Texas DANA ROHRABACHER, California ZOE LOFGREN, California MO BROOKS, Alabama DANIEL LIPINSKI, Illinois RANDY HULTGREN, Illinois SUZANNE BONAMICI, Oregon BILL POSEY, Florida AMI BERA, California THOMAS MASSIE, Kentucky ELIZABETH H. ESTY, Connecticut RANDY K. WEBER, Texas MARC A. VEASEY, Texas STEPHEN KNIGHT, California DONALD S. BEYER, JR., Virginia BRIAN BABIN, Texas JACKY ROSEN, Nevada BARBARA COMSTOCK, Virginia CONOR LAMB, Pennsylvania BARRY LOUDERMILK, Georgia JERRY MCNERNEY, California RALPH LEE ABRAHAM, Louisiana ED PERLMUTTER, Colorado GARY PALMER, Alabama PAUL TONKO, New York DANIEL WEBSTER, Florida BILL FOSTER, Illinois ANDY BIGGS, Arizona MARK TAKANO, California ROGER W. MARSHALL, Kansas COLLEEN HANABUSA, Hawaii NEAL P. DUNN, Florida CHARLIE CRIST, Florida CLAY HIGGINS, Louisiana RALPH NORMAN, South Carolina DEBBIE LESKO, Arizona SUBCOMMITTEE ON RESEARCH AND TECHNOLOGY HON. BARBARA COMSTOCK, Virginia, Chair FRANK D. LUCAS, Oklahoma DANIEL LIPINSKI, Illinois RANDY HULTGREN, Illinois ELIZABETH H. ESTY, Connecticut STEPHEN KNIGHT, California JACKY ROSEN, Nevada BARRY LOUDERMILK, Georgia SUZANNE BONAMICI, Oregon DANIEL WEBSTER, Florida AMI BERA, California ROGER W. MARSHALL, Kansas DONALD S. BEYER, JR., Virginia DEBBIE LESKO, Arizona EDDIE BERNICE JOHNSON, Texas LAMAR S. -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Game Design 2 Game Balance
CE810 - Game Design 2 Game Balance Joseph Walton-Rivers & Piers Williams Friday, 18 May 2018 University of Essex 1 What is Balance? Game Balance Question What is balance? 2 Game Balance “All players have an equal chance of winning” – Richard Bartle Richard covered a combat example in the first part of the module. 3 On Strategies Game Balance • What about higher level strategies? • Zerg rush? • Dominant strategies • Metagaming 4 Metagaming - Rock Paper Scissors • A beats B, B beats C, C beats A • If there are lots of A players, people will play C • Then there are a lot of C players, so people play B • and so on... 5 Metagaming - Dominant Strategies • What if A is significantly stronger? • No one will use the other two strategies • We want to encourage variety in play 6 Can we detect this? • Can we detect strategies which are overpowered? • Try to punish strategies we don’t want to see • We did this earlier in the week with rotate and shoot! • Can we measure this? 7 Automated Game Tuning • Academics seem to think so... • Ryan Leigh et al (2008) - Co-evolution for game balancing • Alexander Jaffe et al (2012) - Restricted-Play balance framework • Mihail Morosan - GAs for tuning parameters 8 Game Curves First Move Advantage First Move Advantage • Typically affects turn based games • Going first in tac tac toe means either a win or adraw • White has > 50% win rate over all games • Worse effects if you have resources • We need a way of dealing with this 9 First Move Advantage Magic Second player gets an extra card Go Second player gets 7.5 bonus -
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning
Transfer Learning Between RTS Combat Scenarios Using Component-Action Deep Reinforcement Learning Richard Kelly and David Churchill Department of Computer Science Memorial University of Newfoundland St. John’s, NL, Canada [email protected], [email protected] Abstract an enormous financial investment in hardware for training, using over 80000 CPU cores to run simultaneous instances Real-time Strategy (RTS) games provide a challenging en- of StarCraft II, 1200 Tensor Processor Units (TPUs) to train vironment for AI research, due to their large state and ac- the networks, as well as a large amount of infrastructure and tion spaces, hidden information, and real-time gameplay. Star- Craft II has become a new test-bed for deep reinforcement electricity to drive this large-scale computation. While Al- learning systems using the StarCraft II Learning Environment phaStar is estimated to be the strongest existing RTS AI agent (SC2LE). Recently the full game of StarCraft II has been ap- and was capable of beating many players at the Grandmas- proached with a complex multi-agent reinforcement learning ter rank on the StarCraft II ladder, it does not yet play at the (RL) system, however this is currently only possible with ex- level of the world’s best human players (e.g. in a tournament tremely large financial investments out of the reach of most setting). The creation of AlphaStar demonstrated that using researchers. In this paper we show progress on using varia- deep learning to tackle RTS AI is a powerful solution, how- tions of easier to use RL techniques, modified to accommo- ever applying it to the entire game as a whole is not an eco- date actions with multiple components used in the SC2LE. -
Cgcopyright 2013 Alexander Jaffe
c Copyright 2013 Alexander Jaffe Understanding Game Balance with Quantitative Methods Alexander Jaffe A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: James R. Lee, Chair Zoran Popovi´c,Chair Anna Karlin Program Authorized to Offer Degree: UW Computer Science & Engineering University of Washington Abstract Understanding Game Balance with Quantitative Methods Alexander Jaffe Co-Chairs of the Supervisory Committee: Professor James R. Lee CSE Professor Zoran Popovi´c CSE Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters and run lengthy playtests to evaluate the effects of these changes. Only recently has computer science played a role in balancing, through quantitative balance analysis. Such methods take two forms: analytics for repositories of real gameplay, and the study of simulated players. In this work I rectify a deficiency of prior work: largely ignoring the players themselves. I argue that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players. Concretely, I present a formalization of diverse forms of game balance. This formulation, called `restricted play', reveals the connection between balancing concerns, by effectively reducing them to the fairness of games with restricted players. Using restricted play as a foundation, I contribute four novel methods of quantitative balance analysis. I first show how game balance be estimated without players, using sim- ulated agents under algorithmic restrictions. -
Prospering in the Pandemic: the Top 100 Companies the First in an FT Series on Corporate Resilience in a Year of Human and Economic Devastation
FRIDAY 19 JUNE 2020 FT SERIES Coronavirus economic impact Prospering in the pandemic: the top 100 companies The first in an FT series on corporate resilience in a year of human and economic devastation In a dismal year for single day in April, up from 20m drawing more users into an most companies, a 1. Amazon in late 2019. ever-expanding ecosystem of minority have shone: wearables and services. pharmaceutical groups SECTOR: ECOMMERCE Apple executives predicted boosted by their hunt HQ: SEATTLE, US $269.9bn sales of some items would even for a Covid-19 vaccine; MARKET CAP ADDED accelerate, as millions of technology giants buoyed Key stat: Amazon anticipates consumers working from home by the trend for working it could spend $4bn to keep its Microsoft’s shift to the cloud would opt to upgrade their from home; and retailers logistics running during the under Satya Nadella has left it electronics. Investors crowned offering lockdown coronavirus crisis. well-placed for a world where Apple the first $1.5tn company. necessities online. large numbers of people are Patrick McGee in San Francisco Public companies working remotely. The Teams had the tailwind of a $401.1bn communication app has MARKET CAP ADDED become a way for workers to surprisingly robust stock stay in touch. The Azure cloud 4. Tesla market — which many As world leaders ordered their computing platform has become believe is a bubble. citizens indoors, Amazon became a more critical part of the digital SECTOR: AUTOS To rank companies the emergency port of call for backbone for many companies. -
Game Balancing
Game Balancing CS 2501 – Intro to Game Programming and Design Credit: Some slide material courtesy Walker White (Cornell) CS 2501 Dungeons and Dragons • D&D is a fantasy roll playing system • Dungeon Masters run (and someCmes create) campaigns for players to experience • These campaigns have several aspects – Roll playing – Skill challenges – Encounters • We will look at some simple balancing of these aspects 2 CS 2501 ProbabiliCes of D&D • Skill Challenge • Example: The player characters (PCs) have come upon a long wall that encompasses a compound they are trying to enter • The wall is 20 feet tall and 1 foot thick • What are some ways to overcome the wall? • How hard should it be for the PCs to overcome the wall? 3 CS 2501 ProbabiliCes of D&D • How hard should it be for the PCs to overcome the wall? • We approximate this in the game world using a Difficulty Class (DC) Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 4 CS 2501 ProbabiliCes of D&D • Easy – not trivial, but simple; reasonable challenge for untrained character • Medium – requires training, ability, or luck • Hard – designed to test characters focused on a skill Level Easy Moderate Hard 7 11 16 23 8 12 16 23 9 12 17 25 10 13 18 26 11 13 19 27 5 CS 2501 Balancing • Balancing a game is can be quite the black art • A typical player playing a game involves intuiCon, fantasy, and luck – it’s qualitave • A game designer playing a game… it’s quanCtave – They see the systems behind the game and this can actually “ruin” the game a bit 6 CS 2501 Building Balance • General advice – Build a game for creavity’s sake first – Build a game for parCcular mechanics – Build a game for parCcular aestheCcs • Then, aer all that… – Then balance – Complexity can be added and removed if needed – Other levers can be pulled • Complexity vs. -
The Making of a Conceptual Design for a Balancing Tool
Södertörns högskola | Institutionen för Institutionen för naturvetenskap, miljö och teknik Kandidatuppsats 15 hp | Medieteknik | höstterminen 2014 The Making of a Conceptual Design for a Balancing Tool Av: Jonas Eriksson Handledare: Inger Ekman Abstract Balancing is usually done in the later phases of creating a game to make sure everything comes together to an enjoyable experience. Most of the time balancing is done with a series of playthroughs by the designers or by outsourced play testers and the imbalances found are corrected followed by more playthroughs. This method occupies a lot of time and might therefore not find everything. In this study I use information gathered from interviews with experienced designers and designer texts along with features from methods frequently used for aiding the designers to make a conceptual design of a tool that is aimed towards simplifying the process of balancing and reducing the amount of work hours having to be spent on this phase. Keywords Balancing, Interviews, Conceptual Design, Game Development, External Tool 2 Sammanfattning Balansering görs framförallt i de senare faserna när man skapar ett spel för att se till att alla delar tillsammans skapar en bra upplevelse. För det mesta utförs balanseringen i form av upprepade speltester genomförda av antingen utvecklaren eller inhyrda testpersoner. Obalanserade saker som upptäcks korrigeras och följs sedan av ytterligare tester. Denna metod tar väldigt lång tid att utföra och på grund av detta är det inte säkert att alla fel upptäcks innan spelet lanseras. I den här studien använder jag information som insamlats från intervjuer med erfarna designers och designtexter sida vid sida med funktioner från metoder som ofta används för att underlätta för utvecklarna. -
[TME] - Tencent Music Entertainment Group Second Quarter 2019 Financial Results Conference Call Monday, August 12, 2019, 8:00 PM ET
[TME] - Tencent Music Entertainment Group Second Quarter 2019 Financial Results Conference Call Monday, August 12, 2019, 8:00 PM ET Officers Millicent Tu, VGM, IR Cussion Pang, CEO Tony Yip, CSO Shirley Hu, CFO Analysts John Egbert, Stifel, Nicolaus Alex Yao, JPMorgan Chase Eddie Leung, Bank of America Merrill Lynch Piyush Mubayi, Goldman Sachs Group Thomas Chong, Jefferies Hans Chung, KeyBanc Capital Markets Gary Yu, Morgan Stanley Presentation [Technical Difficulty] Operator: Ladies and gentlemen, good evening and good morning, and thank you for standing by. Welcome to the Tencent Music Entertainment Group's Second Quarter 2019 Earnings Conference Call. At this time, all participants are in listen-only mode. (Operator Instructions). Today you will hear discussions from the management team of Tencent Music Entertainment Group, followed by a question-and-answer session. (Operator Instructions). Please be advised that this conference is being recorded today. If you have any objections, you may disconnect at this time. Now, I will turn the conference over to your speaker host today, Ms. Millicent Tu. Please go ahead. Millicent Tu: Thank you, operator. Hello, everyone, and thank you all for joining us on today's call. Tencent Music Entertainment Group announced its financial results for the second quarter of 2019 today after the market close. An earnings release is now available on our IR website at ir.tencentmusic.com, as well as via newswire services. Today you will hear from Mr. Cussion Pang, our CEO, who will start off the call with an overview of our recent achievements and growth strategy. He will be followed by Mr. -
Anti-Cheat Expert Product Introduction
Anti-Cheat Expert Anti-Cheat Expert Product Introduction Product Documentation ©2013-2019 Tencent Cloud. All rights reserved. Page 1 of 7 Anti-Cheat Expert Copyright Notice ©2013-2019 Tencent Cloud. All rights reserved. Copyright in this document is exclusively owned by Tencent Cloud. You must not reproduce, modify, copy or distribute in any way, in whole or in part, the contents of this document without Tencent Cloud's the prior written consent. Trademark Notice All trademarks associated with Tencent Cloud and its services are owned by Tencent Cloud Computing (Beijing) Company Limited and its affiliated companies. Trademarks of third parties referred to in this document are owned by their respective proprietors. Service Statement This document is intended to provide users with general information about Tencent Cloud's products and services only and does not form part of Tencent Cloud's terms and conditions. Tencent Cloud's products or services are subject to change. Specific products and services and the standards applicable to them are exclusively provided for in Tencent Cloud's applicable terms and conditions. ©2013-2019 Tencent Cloud. All rights reserved. Page 2 of 7 Anti-Cheat Expert Contents Product Introduction Overview Features ©2013-2019 Tencent Cloud. All rights reserved. Page 3 of 7 Anti-Cheat Expert Product Introduction Overview Last updated:2021-06-22 11:17:30 Overview of the Mobile Game Market Market size According to a third-party data source, China's mobile game industry reported a total revenue of 102.28 billion CNY in 2016. With the rise of online gaming, game virtual social system, PVP system, and high-value game economy system are becoming more and more prevalent in mobile games, posing considerable security risks to the industry. -
Deepfakes & Disinformation
DEEPFAKES & DISINFORMATION DEEPFAKES & DISINFORMATION Agnieszka M. Walorska ANALYSISANALYSE 2 DEEPFAKES & DISINFORMATION IMPRINT Publisher Friedrich Naumann Foundation for Freedom Karl-Marx-Straße 2 14482 Potsdam Germany /freiheit.org /FriedrichNaumannStiftungFreiheit /FNFreiheit Author Agnieszka M. Walorska Editors International Department Global Themes Unit Friedrich Naumann Foundation for Freedom Concept and layout TroNa GmbH Contact Phone: +49 (0)30 2201 2634 Fax: +49 (0)30 6908 8102 Email: [email protected] As of May 2020 Photo Credits Photomontages © Unsplash.de, © freepik.de, P. 30 © AdobeStock Screenshots P. 16 © https://youtu.be/mSaIrz8lM1U P. 18 © deepnude.to / Agnieszka M. Walorska P. 19 © thispersondoesnotexist.com P. 19 © linkedin.com P. 19 © talktotransformer.com P. 25 © gltr.io P. 26 © twitter.com All other photos © Friedrich Naumann Foundation for Freedom (Germany) P. 31 © Agnieszka M. Walorska Notes on using this publication This publication is an information service of the Friedrich Naumann Foundation for Freedom. The publication is available free of charge and not for sale. It may not be used by parties or election workers during the purpose of election campaigning (Bundestags-, regional and local elections and elections to the European Parliament). Licence Creative Commons (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0 DEEPFAKES & DISINFORMATION DEEPFAKES & DISINFORMATION 3 4 DEEPFAKES & DISINFORMATION CONTENTS Table of contents EXECUTIVE SUMMARY 6 GLOSSARY 8 1.0 STATE OF DEVELOPMENT ARTIFICIAL